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1 | 1 |
2 /* | 2 /* |
3 * Copyright 2015 Google Inc. | 3 * Copyright 2015 Google Inc. |
4 * | 4 * |
5 * Use of this source code is governed by a BSD-style license that can be | 5 * Use of this source code is governed by a BSD-style license that can be |
6 * found in the LICENSE file. | 6 * found in the LICENSE file. |
7 */ | 7 */ |
8 | 8 |
9 #ifndef SkLights_DEFINED | 9 #ifndef SkLights_DEFINED |
10 #define SkLights_DEFINED | 10 #define SkLights_DEFINED |
11 | 11 |
12 #include "SkPoint3.h" | |
13 #include "SkRefCnt.h" | |
14 #include "../private/SkTArray.h" | 12 #include "../private/SkTArray.h" |
robertphillips
2016/08/11 14:56:18
Do we need to include SkImage or can we just prede
vjiaoblack
2016/08/11 19:18:54
Done.
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15 #include "SkImage.h" | 13 #include "SkImage.h" |
14 #include "SkPoint3.h" | |
robertphillips
2016/08/11 14:56:18
predeclare ReadBuffer and WriteBuffer and outline
vjiaoblack
2016/08/11 19:18:54
Done.
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15 #include "../../src/core/SkReadBuffer.h" | |
16 #include "SkRefCnt.h" | |
17 #include "SkWriteBuffer.h" | |
16 | 18 |
17 class SK_API SkLights : public SkRefCnt { | 19 class SK_API SkLights : public SkRefCnt { |
18 public: | 20 public: |
19 class Light { | 21 class Light { |
20 public: | 22 public: |
21 enum LightType { | 23 enum LightType { |
22 kAmbient_LightType, // only 'fColor' is used | 24 kAmbient_LightType, // only 'fColor' is used |
23 kDirectional_LightType | 25 kDirectional_LightType, |
26 kPoint_LightType | |
24 }; | 27 }; |
25 | 28 |
26 Light(const Light& other) | 29 Light(const Light& other) |
27 : fType(other.fType) | 30 : fType(other.fType) |
28 , fColor(other.fColor) | 31 , fColor(other.fColor) |
29 , fDirection(other.fDirection) | 32 , fDirection(other.fDirection) |
30 , fShadowMap(other.fShadowMap) { | 33 , fShadowMap(other.fShadowMap) { |
31 } | 34 } |
32 | 35 |
33 Light(Light&& other) | 36 Light(Light&& other) |
34 : fType(other.fType) | 37 : fType(other.fType) |
35 , fColor(other.fColor) | 38 , fColor(other.fColor) |
36 , fDirection(other.fDirection) | 39 , fDirection(other.fDirection) |
37 , fShadowMap(std::move(other.fShadowMap)) { | 40 , fShadowMap(std::move(other.fShadowMap)) { |
38 } | 41 } |
39 | 42 |
40 Light(const SkColor3f& color) | 43 static Light MakeAmbient(const SkColor3f& color) { |
41 : fType(kAmbient_LightType) | 44 return Light(kAmbient_LightType, color, SkVector3::Make(0.0f, 0.0f, 1.0f)); |
42 , fColor(color) { | |
43 fDirection.set(0.0f, 0.0f, 1.0f); | |
44 } | 45 } |
45 | 46 |
46 Light(const SkColor3f& color, const SkVector3& dir) | 47 static Light MakeDirectional(const SkColor3f& color, const SkVector3& di r) { |
47 : fType(kDirectional_LightType) | 48 Light light(kDirectional_LightType, color, dir); |
48 , fColor(color) | 49 if (!light.fDirection.normalize()) { |
49 , fDirection(dir) { | 50 light.fDirection.set(0.0f, 0.0f, 1.0f); |
50 if (!fDirection.normalize()) { | |
51 fDirection.set(0.0f, 0.0f, 1.0f); | |
52 } | 51 } |
52 return light; | |
53 } | |
54 | |
55 static Light MakePoint(const SkColor3f& color, const SkPoint3& pos) { | |
56 return Light(kPoint_LightType, color, pos); | |
53 } | 57 } |
54 | 58 |
55 LightType type() const { return fType; } | 59 LightType type() const { return fType; } |
56 const SkColor3f& color() const { return fColor; } | 60 const SkColor3f& color() const { return fColor; } |
57 const SkVector3& dir() const { | 61 const SkVector3& dir() const { |
58 SkASSERT(kAmbient_LightType != fType); | 62 SkASSERT(kDirectional_LightType == fType); |
59 return fDirection; | 63 return fDirection; |
60 } | 64 } |
65 const SkPoint3& pos() const { | |
66 SkASSERT(kPoint_LightType == fType); | |
67 return fDirection; | |
68 } | |
61 | 69 |
62 void setShadowMap(sk_sp<SkImage> shadowMap) { | 70 void setShadowMap(sk_sp<SkImage> shadowMap) { |
63 fShadowMap = std::move(shadowMap); | 71 fShadowMap = std::move(shadowMap); |
64 } | 72 } |
65 | 73 |
66 SkImage* getShadowMap() const { | 74 SkImage* getShadowMap() const { |
67 return fShadowMap.get(); | 75 return fShadowMap.get(); |
68 } | 76 } |
69 | 77 |
70 Light& operator= (const Light& b) { | 78 Light& operator= (const Light& b) { |
71 if (this == &b) { | 79 if (this == &b) { |
72 return *this; | 80 return *this; |
73 } | 81 } |
74 | 82 |
75 fColor = b.fColor; | 83 fColor = b.fColor; |
76 fType = b.fType; | 84 fType = b.fType; |
77 fDirection = b.fDirection; | 85 fDirection = b.fDirection; |
78 fShadowMap = b.fShadowMap; | 86 fShadowMap = b.fShadowMap; |
79 return *this; | 87 return *this; |
80 } | 88 } |
81 | 89 |
82 private: | 90 private: |
83 LightType fType; | 91 LightType fType; |
84 SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel. | 92 SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel. |
robertphillips
2016/08/11 14:56:18
// For directional lights, holds the direction tow
vjiaoblack
2016/08/11 19:18:54
Done.
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85 SkVector3 fDirection; // direction towards the light (+Z is out of the screen). | 93 SkVector3 fDirection; // direction towards the light (+Z is out of the screen). |
86 // If degenerate, it will be replaced with (0, 0, 1). | 94 // If degenerate, it will be replaced with (0, 0, 1). |
95 // For point lights, holds location of poi nt light | |
87 sk_sp<SkImage> fShadowMap; | 96 sk_sp<SkImage> fShadowMap; |
97 | |
98 Light(LightType type, const SkColor3f color, const SkVector3 dir) { | |
99 fType = type; | |
100 fColor = color; | |
101 fDirection = dir; | |
102 } | |
88 }; | 103 }; |
89 | 104 |
90 class Builder { | 105 class Builder { |
91 public: | 106 public: |
92 Builder() : fLights(new SkLights) { } | 107 Builder() : fLights(new SkLights) { } |
93 | 108 |
94 void add(const Light& light) { | 109 void add(const Light& light) { |
95 if (fLights) { | 110 if (fLights) { |
96 fLights->fLights.push_back(light); | 111 fLights->fLights.push_back(light); |
97 } | 112 } |
(...skipping 17 matching lines...) Expand all Loading... | |
115 return fLights.count(); | 130 return fLights.count(); |
116 } | 131 } |
117 | 132 |
118 const Light& light(int index) const { | 133 const Light& light(int index) const { |
119 return fLights[index]; | 134 return fLights[index]; |
120 } | 135 } |
121 | 136 |
122 Light& light(int index) { | 137 Light& light(int index) { |
123 return fLights[index]; | 138 return fLights[index]; |
124 } | 139 } |
125 | 140 |
robertphillips
2016/08/11 14:56:18
The pattern seems to be:
static sk_sp<SkLights> M
vjiaoblack
2016/08/11 19:18:53
Done.
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141 bool unFlatten(SkReadBuffer& buf) { | |
142 int numLights = buf.readInt(); | |
143 fLights.reset(); | |
144 fLights.reserve(numLights); | |
145 | |
146 for (int l = 0; l < numLights; ++l) { | |
147 bool isAmbient = buf.readBool(); | |
148 bool isPoint = buf.readBool(); | |
149 | |
150 SkColor3f color; | |
151 if (!buf.readScalarArray(&color.fX, 3)) { | |
152 return false; | |
153 } | |
154 | |
155 if (isAmbient) { | |
156 fLights[l] = Light::MakeAmbient(color); | |
157 } else { | |
158 SkVector3 dirOrPos; | |
159 if (!buf.readScalarArray(&dirOrPos.fX, 3)) { | |
160 return false; | |
161 } | |
162 if (isPoint) { | |
163 fLights[l] = Light::MakePoint(color, dirOrPos); | |
164 } else { | |
165 fLights[l] = Light::MakeDirectional(color, dirOrPos); | |
166 } | |
167 } | |
168 } | |
169 | |
170 return true; | |
171 } | |
172 | |
robertphillips
2016/08/11 14:56:18
Are you intentionally not serializing/deserializin
vjiaoblack
2016/08/11 19:18:53
Done.
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173 void flatten(SkWriteBuffer& buf) const { | |
174 | |
175 buf.writeInt(this->numLights()); | |
176 for (int l = 0; l < this->numLights(); ++l) { | |
177 const Light& light = this->light(l); | |
178 | |
179 bool isAmbient = Light::kAmbient_LightType == light.type(); | |
180 bool isPoint = Light::kPoint_LightType == light.type(); | |
181 | |
182 buf.writeBool(isAmbient); | |
183 buf.writeBool(isPoint); | |
184 buf.writeScalarArray(&light.color().fX, 3); | |
185 if (!isAmbient) { | |
186 buf.writeScalarArray(&light.dir().fX, 3); | |
187 } | |
188 } | |
189 } | |
190 | |
126 private: | 191 private: |
127 SkLights() {} | 192 SkLights() {} |
128 | 193 |
129 SkTArray<Light> fLights; | 194 SkTArray<Light> fLights; |
130 | 195 |
131 typedef SkRefCnt INHERITED; | 196 typedef SkRefCnt INHERITED; |
132 }; | 197 }; |
133 | 198 |
134 #endif | 199 #endif |
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